Campaigns & App Links in Hawk

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Content

 

Introduction

In this article you’ll learn:

  • What are Campaigns?

  • What are App Links?

  • How to configure Campaigns and App Links

  • How to configure Chained Offers

  • How to add Lasting Creatives

  • How to limit the number of pop-ups served

  • How to perform A/B Tests

Table of Contents


What are Campaigns and App Links?

Campaigns allow you to deliver personalise pop-ups —such as time-limited personal offers– to segments of players. Campaigns also allow to create time-limited shop through presets.
App Links, on the other hand, allow you to create links to custom actions, such as adding a link to a survey. 

How do players qualify for Campaigns?

Campaigns can have different configurations per segment, and they also use priority to determine which configuration is sent to the player. 

If a user qualifies for more than one segment in a campaign, only the creatives from the top priority segment within the campaign will be served.

In the schema below, the player will receive 3 campaigns and there is no limitation to the number of creatives served:

  • Campaign 1 : they will receive the Creative 1 from Segment 1.

  • Campaign 2: they will receive only the creatives from Segment 3 because the campaign is composed by 2 segments, but only the creatives from the top priority segment in inside the campaign are served.

  • Campaign 3: as the player qualifies for all segments, they will also receive all the creatives in the segment in Campaign 3.

image-20240419-095525.png

A player receives creatives from only one segment within a campaign. If a campaign has multiple segments configured and the player qualifies for more than one, only the creatives from the segment with the highest priority will be served to the player.

Creating a Campaign

This guide is intended to show Product Managers how to configure a Campaign. To see the process for developers, check this guide.

Uploading Creative Templates and Creative Icons

To configure a campaign, first of all you need to upload a creative template. A creative template is a compressed file generated from Unity.  With Creative Icons, a creative becomes a lasting creative.

To obtain the Creative Template file, please ask Artist/Technical Artist togenerate the file for you

When your file has been generated, follow the steps below.

  1. Navigate to Creative Library > Templates. Click [+Upload].

  2. Drag and drop your .zip file and click [Save]. Once uploaded, you can have a preview of the file before saving, and see the editable elements in the layout.

What are layouts?

Layouts are the information about the editable components.

In this case, we only have 3 components:

  • A container for the offer (piggy_offer_container)

  • A container for the image of the piggy bank (piggy_bank_container)

  • A timer for the offer (timer)

Layouts cannot be edited. If you’d like to edit any of the components, please reach out to your Technical Artists with your requirements so that they can edit and create a new bundle. 

Using the “Picture” Component in Campaign Creatives

  • What is the “Picture” Component?

  • Where is the Picture Displayed?

Perform the following steps to add a picture in the campaign creative:

  1. In Hawk’s left-hand menu, go to Creative Library.

  2. Select the Images tab under Creative Library.
    The Creative Images page appears.
    You will see a table displaying the following columns:
    ID : Unique identifier for the image.
    Name : User-defined name for the image.
    Updated_at : Date and time when the image was last modified.
    In use : Indicates where the image is being used (e.g., in a campaign configuration).
    Actions : Options to Edit , Remove , or Preview the image.

  3. Click Add Image.

  4. Enter a unique Name for the image.

  5. Select an image file from your drive.
    The server will validate the image to ensure it meets the following criteria:
    Supported formats : PNG.
    Resolution : Minimum 512x512, Maximum 1024x1024.
    Size : Minimum 256kB, Maximum 1MB.
    If the image does not meet the criteria, a notification will display:
    It will specify the requirement(s) that were not met (e.g., file size too large).

  6. Correct the image and try uploading again.

  7. Once validation passes, click Save to add the image.
    The saved image will appear in the table.

Editing Existing Images

  • For images not currently in use: Both the Name and Picture can be edited.

  • For in-use images: Only the Name can be updated. The picture itself cannot be changed.

  • When an image is updated, a new URL for the picture is automatically generated.

Add Creative Images in Campaign Configurations

  1. In the left-hand menu, go to Campaigns > Configurations.

  2. Choose an existing campaign or create a new one by clicking Add Configuration.

  3. In the Content section:

  4. Click Save to finalise your settings.

The Picture dropdown is only visible for creatives that include the “Picture” component.

Additional Notes

  • Coordinate with Technical Artists : Templates must be pre-prepared by technical artists with placeholders for images.

  • Use Cases : Leverage this feature for A/B testing or cross-promotion campaigns.


Lasting Creatives in Campaigns

Lasting Creatives are a feature designed to provide players with a persistent visual reminder of ongoing offers or campaigns through icons placed in the game lobby. These creatives remain available for players to interact with, ensuring continued visibility of offers without being restricted by typical campaign constraints.

Icon Selection & Lobby Positioning

  • Icon Selection : A user can select an icon for the lasting creative campaign via the Creative Icon Template. This icon acts as the visual representation of the offer and is displayed in the game lobby.

  • Lobby Positioning : The user can define where the icon will be positioned in the game lobby, either on the left or right side.

Interaction with Icons and Caps

  • Impression Cap: The Impression Cap is not reduced when a player clicks on the lasting creative icon to manually re-trigger the offer or pop-up. This means the icon can be clicked multiple times without impacting the total impressions allowed for the campaign.

  • Availability Cap : The Availability Cap is reduced when the player makes a purchase after triggering the pop-up from the lasting creative icon. Once the availability cap is depleted, the campaign is no longer shown to that player.

Lasting Creatives in API Responses

  • First-Time Trigger : When a player triggers a campaign by interacting with the lasting creative icon for the first time, the API will return the campaign in both the creatives and lasting creatives arrays. This means that the campaign becomes part of both short-term and lasting creative campaigns.

  • Duration Cooldown : If the campaign creatives are within their duration cooldown period , they will not be returned in the lasting creatives response.

Interaction with Maximum Number of Creatives

  • Max Number of Creatives: Lasting creatives are not affected by the maximum number of creatives allowed to be shown to a player. Even if the maximum number of regular creatives is reached, the lasting creative will still appear.

Segment Changes and Icon Behaviour

  • Same Icon for Different Segments : If a player changes segments but both segments use the same icon, the lasting creative will continue to display the old campaign for until it’s no longer valid. No new campaign creatives will be triggered unless the lasting campaign ends.

  • Different Icon for Different Segments : If the segments have different icons , then both old and new campaigns will be shown. The player will receive the lasting creatives from both segments until the older one becomes unavailable.

  Segment Changes Detailed Explanation

| Day | Trigger Event | Player Segment | Pop-up Status | Cooldown Status | Impressions | Available Offers | Notes |

| --- | --- | --- | --- | --- | --- | --- | --- |

| Monday | 1st Trigger | Segment X | Pop-up shown | Cooldown not started | 1st Impression | Available = 2 | Player triggers the pop-up for Segment X. Time left: 12 hours. |

| Monday | Trigger Cooldown ends | Segment X | Pop-up on hold | Duration starts | | | Pop-up is on hold until next interaction. |

| Monday | 2nd Trigger Ignored | Segment X | - | Duration cooldown active | Ignored Trigger | | The 2nd trigger is ignored because of the active cooldown. |

| Monday | Duration Cooldown ends | Segment X | - | Cooldown ends | | | Cooldown for the campaign ends, making it ready for the next trigger. |

| Tuesday | 3rd Trigger | Segment X | Pop-up in progress | Cooldown not started | 2nd Impression | Available = 2 | Pop-up shown again after cooldown ends. Time left: 12 hours. |

| Tuesday | Trigger Cooldown ends | Segment X | Pop-up on hold | Duration starts | | | Pop-up enters cooldown after being triggered a second time. |

| Tuesday | 4th Trigger | Segment Y | Pop-up in progress | Cooldown not started | 3rd Impression | Available = 2 | Player changes to Segment Y and triggers the pop-up. Time left: 3 hours. |

| Tuesday | Duration Cooldown starts | Segment Y | Pop-up on hold | Cooldown started | | | The pop-up enters a cooldown period after being triggered in Segment Y. |

| Wednesday | Player changes segment to Z | Segment Z | - | Cooldown still active | | | Player switches to Segment Z, but the lasting creative remains the same. |

| Wednesday | 5th Trigger | Segment Z | Pop-up in progress | Cooldown not started | 4th Impression | Available = 1 | Player triggers the pop-up after switching to Segment Z. Time left: 12 hours. |

| Wednesday | 6th Trigger | Segment Z | Pop-up in progress | Cooldown not started | 5th Impression | Available = 1 | Pop-up triggered again within Segment Z. Time left: 1 hour. |

| Wednesday | Duration Cooldown ends | Segment Z | - | Cooldown ends | | | Cooldown period ends, pop-up ready for next interaction. |

| Thursday | 7th Trigger Ignored | Segment Z | - | Duration cooldown started | Ignored Trigger | | 7th trigger ignored due to active cooldown after a purchase limit is reached. |

| Thursday | Duration Cooldown ends | Segment Z | - | Cooldown ends | | | Cooldown ends, ready for a new trigger. |

Once the template has been uploaded, you can go ahead and create a campaign.  

Localising Templates and Strings

Contents in the templates are localisable. In order to do so, Technical Artists need to create a layout in Unity with localisable strings. After that, the localisation process works as usual, and Hawk will grab the localisation keys from Harmony.

Configuring App Links

If you’d like your campaign to use App Links, the action and the configuration needs to be created before configuring the campaign. Please read the steps below to know more.

This section is intended for Product Managers. Find the information for developers here.

App Links allow you to configure links to custom actions. For instance, with App Links you can send the player a pop-up with a link to a satisfaction survey or similar, but the options are endless. 

  1. To configure an App Link, navigate to App Links > Configuration. On this page you’ll see a list of existing App Links, their actions and the last updated date. Click [+Add Configuration] on the upper right corner to create a new one.

  2. Add a name and select an Action. When you select an action, the field Key will appear greyed out and filled in.

  3. Add a value into the field, such as URL. Once you’re done, click [+Save]

Dynamic Syntax allows you to support dynamic parameters. This is useful if you plan to use a .Use $(account_id) to enable the injection of the account ID/public ID in your survey.

Actions are designated by the Client Development team. If you’re a Product Manager looking to change how actions work, please contact your Client Dev Team.

When your App Link has been configured, you can use it in your Campaign.

Configuring a Campaign

The next step in this process is to configure a Campaign. Under Campaigns, you can find a list of the existing campaigns. You can edit the existing campaigns, or create one by clicking [+Add Configuration] on the upper right corner.

image-20240424-143908.png 1. Click [+Add Configuration], and add the name, description, priority, status (active/inactive), and availability (pre-live/live) of your campaign

  1. Select the dates and times that you want your campaign to run

  2. Select the segment for your campaign and click [+Add]

  3. Your segment will appear. Click the edit button, then, in the Campaign Creatives tab , click [+Add].

  4. Then, assign the priority to your campaign creatives, and select the triggers for it to appear to players. You can also add arguments to it to create a more custom behaviour.

Triggers are designated by the Client Development team. If you’re a Product Manager looking to change how triggers work, please contact your Client Dev Team. See the Triggers in Hawk User Guide for creating and adding triggers to your campaigns.

  1. Configure the behaviour of the creative campaign. A detailed explanation of each field can be found in below.

Adding Behaviour in Campaign Configuration

Behaviour in Campaign Configuration allows you to customise the way pop-ups are served to players, from the amount of times the pop-up appears to how often it should appear. 

image-20240905-145240.png

In the table below you’ll find a detailed explanation of each field:

Behavioural Fields

| Impressions cap | This field determines the maximum number of times a player will see the creative during the duration period while the cooldown is not in action. If Impressions Cap = 0 , then there is no limitation on the number of times the pop-up will be shown to the user. |

| Impressions cap per duration | It indicates, how many times a player can trigger a campaign within a duration. Reaching the specified value will start the duration cooldown. You can update this field only after populating the Duration field. |

| Trigger Cooldown | Period of time after the trigger happens during which the creative will not appear even if the same trigger occurs. |

| Duration | This field determines the duration of the creative action. If a player closes the popup, they can still see it again within the same duration period, provided that the impressions cap per duration is greater than 1 and the Trigger cooldown configuration permits it. Please note that the new duration will start after duration cooldown finishes AND the sent trigger takes place. For example: if we set both the Impressions cap to 5 and the Impression cap per duration to 2, the popup can be shown up to two times during the defined duration, assuming the cooldown rules also allow it. This ensures players might encounter the popup more than once within a given period, as long as both conditions are met. If the Impression Cap is set to 1, the player will not receive the popup again after it is shown once. However, if the Impression Cap is greater than 1 and the Impression Cap per Duration is configured, the player may see the popup multiple times within the specified duration. For example, if the Impression Cap is set to 5 and the Impression Cap per Duration is set to 2, the player can receive the popup up to two times within the same duration period provided that the duration has not yet expired. Once the total impressions reach 5, the popup will no longer appear. |

| Duration Cooldown | Period of time after the duration end during which the creative will not appear even if the same trigger occurs. |

| Availability Cap | Maximum amount of times that a player can perform CTA (purchase an offer, participate in a survey, etc) If Availability Cap = 0 , then there is no limitation on how many times a player can make the main pop-up action. For example, an offer can be purchased as many times as a player wants. You can update this field only after populating the Duration field. |

| Availability cap per duration | It indicates, how many times a player can act on the campaign (purchase, open link, etc) within duration. Reaching the number will start the duration cooldown. |

Impressions and pop-ups are calculated on the Hawk Server. Client Devs determine the behaviour, but Server “thinks” the pop up has been served assuming that the creative has been shown.

IIn the graphic below, we’re displaying the behaviour of a 4-day creative campaign with the possibility to perform 2 purchases ( Availability Cap = 2 ). The campaign has a duration of 6 hours, and a Duration Cooldown of 3 hours, meaning that the player will not see the pop-up for 3 hours after the duration ends.

Additionally, the campaign has a Trigger Cooldown of 1 hour, which means that even if the exact same trigger takes place during this time, the creative will not be shown to the player. There will be a total of 5 impressions of the pop-up out of a possible 8 due to the cooldown mechanisms in place.

The Impression Cap per Duration is set to 2, which means the player can see the pop-up up to 2 times during each 6-hour duration window. Once the 6 hours reset and a new duration period begins, the impressions will reset as well, allowing the player to see the pop-up again up to the configured limit of 2 impressions.

The campaign also has an Availability Cap per Duration of 1, meaning the player can make one purchase during each 6-hour duration. Even if the player makes a purchase, they will still continue seeing the pop-up after the Trigger Cooldown ends, as they are allowed to make another purchase in the next duration window as per the settings.

Since the Impression Cap is 5 and the player sees up to 2 impressions per duration, they may see the pop-up multiple times across different duration periods, but once the total impression count reaches 5, the pop-up will no longer appear.

image-20240918-123207.png

About Segmentation and Priority in Campaigns

Campaigns are priority-based, which means that Hawk will check first the priority of the campaign. However, as the campaigns are created by segment, there could be a case where a user changes to a new segment during the campaign duration. If this happens, the player will stop receiving the campaign for their previous segment and start receiving the campaign for their new segment.

Adding Personal Offers in Campaigns

The content section lets you select the content that will be shown. You can configure Creatives , such as pop-ups including personal offers from this section.

image-20240112-142327.png 1. From the Creative Template dropdown, select the relevant template.
Please note that depending on the configuration of the creative template, the options under content will be different.

  • If a creative template includes the offer_container component, fields for personal offers will appear under the "Content" section in the campaign configuration.

  • For templates with multiple offer_container components, fields for multiple personal offers will be displayed, corresponding to each offer container.

  1. If the selected creative template has an offer container included, you might see some fields to be populated.
    In the table below you’ll find a detailed explanation of each field:

Offer Fields

| Field | Validations | Description |

| Price Type | Dropdown with the following options: - Store Product - In-game Currency - Ads - Free | The price type of item you are offering in the creative. - Store Product : Items can be obtained directly from the in-game store as part of a regular purchase or a special promotion. - In-game Currency : Players can acquire items by redeeming the virtual currency earned during gameplay. - Ads : Certain items may be unlocked by viewing advertisements. - Free : A selection of items is available at no cost, allowing players to enjoy additional content without any associated charges. |

| Product | Dropdown with the products offered | The product you will be offering in the creative. The data in this field comes from Game Items. See the Configuring Game Items topic for more details. Game Items can be configured from Game Server > Game Items |

| Label | Dropdown with existing labels | Label to appear in the App Store, which are used to highlight a special offer or similar. Labels can be configured from Payments > Product Labels. |

| Sale Type | Dropdown with the following options: - None - More Value % - Price Cut - Extra Amount | This field determines the type of sale that applies to the creative. Not Applicable for the “ Ads” and “ Free” Price Types. - None: no special sale - More Value %: more products for the same price. - Price Cut: lower price. If this is selected, a new dropdown will appear where you can select a new price. - Extra Amount: more items for the same price. |

| Price | Dropdown with existing prices/ Blank field | This dropdown/field is used to select/specify the price for the product offered. Depending on the Price Type selected, you can select or add the price. Not Applicable for the “ Ads” and “ Free” Price Types. |

| % more | Blank field | Applicable for the “ More Value % ” Sale Type. You can specify the required percentage of increment to the existing value. |

| Rounding Type | Dropdown with the following options: - Round Up - Math Round - Round Down | Applicable for the “ More Value % ” Sale Type. You can control how values are processed when applying percentages. - Round Up : This method rounds numbers upwards to the nearest whole number. For example, 4.1 would round up to 5. - Math Round : This method follows standard rounding rules. If the decimal part is 0.5 or greater, the number rounds up, and if it is less than 0.5, the number rounds down. For example, 4.5 rounds to 5, while 4.4 rounds to 4. - Round Down : This method rounds numbers down to the nearest whole number. For example, 4.9 would round down to 4. |

| Sale Price | Dropdown with existing prices | Applicable for the “ Price Cut ” Sale Type. |

| extra | Blank field | Applicable for the “ Extra Amount ” Sale Type. Allows you to define an additional quantity or value that will be offered in an offer. |

If the user switches the Price type, the form will be reset.
For example, when changing the Price type, the price input will be cleared.

image-20241001-092719.png

  1. Reduce Availability toggle: gives you control over whether the availability of an item should decrease as players obtain it, either through viewing ads or making purchases.

  2. In the text field, add the title for the pop-up.
    Please note, that the text field might differ for some creative templates based on the layouts configured by the Technical Artist. For some instances, you can specify the localisation key for the title.

What does the Reduce Availability toggle do?

The Reduce Availability toggle changes the availability in the following context:

  • First Item (Ad-based): When a player earns an item by viewing an ad, and the "Reduce Availability" toggle is activated , the total number of that item available to the player will decrease each time they receive it.
    For instance, if there is an availability cap on how many times this item can be obtained (e.g., only 5 times), the availability will decrease with each ad view until the cap is reached.

  • Second Item (Purchase-based): When a player purchases an item, and the "Reduce Availability" toggle is deactivated , the total number of items available will not decrease after the purchase. This means the availability cap remains unchanged, allowing players to continue purchasing the item without affecting its availability.

image-20240910-120102.png

Adding Quit Screen Offers in Campaigns

Players who lose a game often forfeit rewards or break their streak. Introducing a Quit Offer at this moment provides an opportunity to re-engage the user by offering them a relevant incentive to continue playing.

image-20250529-113448.png 1. Navigate to the Content section.

  1. From the Creative Template dropdown, select the relevant Quit Offer template.
    Please note that the offer template can be uploaded in the creative library section. See the Uploading Creative Templates and Creative Icon section above.

  2. For the first offer, from the Price Type dropdown, specify the price for the product offered.

  3. From the Product dropdown, select the product you will be offering in the creative. The data in this field comes from Game Items.

  4. From the Label dropdown, select the Label to appear in the App Store.

  5. Reduce Availability toggle: gives you control over whether the availability of an item should decrease as players obtain it, either through viewing ads or making purchases.

  6. In the Offer 2 field, add the text to be displayed for the quit offer.

  7. In the Offer 3 field, add the localisation key for the quit offer.
    Please note, that the offer 2, offer 3 fields might differ for some creative templates based on the layouts configured by the Technical Artist. For some instances, you can specify the localisation key for the title.

  8. Click Save.

Configuring Chained Offers

Chained offers allow you to present players with a sequence of offers that adapt based on their interactions with previous offers and the configured rotation rules.

When a campaign creative with chained offers is triggered, the server will display a single pop-up per duration.

Each iteration determines when and how the offer content changes, while the pop-up itself remains the same throughout the duration.

A single iteration can include multiple offers with varied offer content in the same pop-up.

At the end of each iteration, a new offer may be shown depending on factors like purchase behaviour or rotation settings.

Perform the following steps to configure chained offers:

  1. From the Creative Template dropdown, select the template with the offer container included in the layout.
    Please note that the chained offer toggle will appear only when you select the creative template with an offer container.

  2. Enable the Chained Offers toggle switch.

  3. In the text field, add the title for the pop-up.

  4. From the “ Rotate to next iteration if” dropdown, select the condition for moving to the next offer.
    In the dropdown, you can select when to move to the next offer in the sequence based on the purchase or non-purchase of the previous offer.

  5. Enable or disable the Rotate Iterations for this Creative toggle switch.
    When this is toggled on, the system will rotate through multiple iterations of offers.

  6. Populate the fields in iteration 1.
    Refer to the table above to know more about each field.

  7. Next, populate the fields in iteration 2.

When the chained offers toggle is enabled, two iterations are automatically added by default. While you can add up to 10 iterations, there must always be at least two iterations for chained offers. Likewise, you can remove any additional iterations as long as at least two are retained.

  1. Click the [+Iteration] button to add additional iterations.
    When more than two iterations are added, you can remove the iterations as required as long as a minimum of two iterations are retained.

How do Chained Offers work?

The logic of chained offers is designed to present users with a sequence of offers, one at a time, based on specific conditions and user interactions.

Here’s a breakdown of how it works:

  1. Chained offers display one offer per duration. Once an offer is shown, the system waits for specific conditions to be met (e.g., purchase behaviour, impression cap, availability cap) before moving to the next offer in the chain.

  2. Each iteration defines a time window (duration) in which a specific offer is presented. When this iteration completes, the system moves to the next one, and a new offer can be shown if the conditions are met. The pop-up remains the same, but the content of the offer can change based on the rules for iteration change.

  3. Criteria for Offer Change:

  4. Rotation Rule:

  5. Impression Cap : Limits the total number of times an offer is shown across all iterations of the creative.

  6. Availability Cap : Limits how many times the offer can be purchased by users across all iterations of the creative.

Let us understand how chained offers work with the help of some scenarios. Expand the scenarios below for more details.

 Scenario 1: No Purchase, Chain Continues

image-20240925-164710.png - Campaign Configuration : Iteration change if no purchase , Rotate offers = True , Two offers.

  • Process :

  • Conclusion : Iterations will keep rotating between the offers unless the user purchases one.

 Scenario 2: Purchase, Chain breaks

image-20240926-083310.png - Campaign Configuration : Iteration change if no purchase , Rotate offers = True , Three offers.

  • Process :

  • Conclusion : When the user purchases an offer, the chain stops, and the user needs to re-qualify to see the offers again from the start.

 Scenario 3: Purchase, Last Offer Not Purchased

image-20240926-083602.png - Campaign Configuration : Iteration change if purchase , Rotate offers = True , Three offers.

  • Process :

  • Conclusion : If the user does not purchase the final offer, the chain stops, but they can re-qualify later.

 Scenario 4: Chain Breaks at First Offer

image-20240926-083959.png - Campaign Configuration : Iteration change if purchase , Rotate offers = True , Three offers.

  • Process :

  • Conclusion : Failing to purchase the first offer breaks the chain, but the creative can reset if the user re-qualifies.

 Scenario 5: No Purchase, Final Offer Continues

image-20240926-084137.png - Campaign Configuration : Iteration change if no purchase , Rotate offers = False , Two offers.

  • Process :

  • Conclusion : The final offer continues to be served repeatedly until the user purchases or disqualifies from the creative.

 Scenario 6: Purchase, Chain Breaks after the purchase

image-20240926-084420.png - Campaign Configuration : Iteration change if no purchase , Rotate offers = False , Three offers.

  • Process :

  • Conclusion : Once the user purchases, the chain breaks, and they need to re-qualify to start from iteration 1 again.

Key Takeaways

  • Hawk stops serving iterations of a chained offer if the player’s action differs from the condition defined in the offer chain.

  • Action Condition : If the condition is that the next iteration is served only after purchasing the previous offer, and the player does not purchase , Hawk stops serving further iterations.

  • Non-Action Condition : If the chain is configured to serve the next iteration if the player did not purchase the previous offer, and the player purchases , Hawk stops serving further iterations.

  • Decision Timing : The decision to break the chain is made after the current duration (iteration) ends. Hawk evaluates whether the player met the condition to move to the next iteration.

  • New Duration : If the player fails to meet the condition for moving forward in the latest iteration, Hawk does not start a new duration for the next iteration in the chain.

  • Re-qualifying : If the player still qualifies for the creative (meeting segment criteria, availability criteria, etc.), Hawk would restart the creative from iteration 1 for the player.

Sequential Offers Mechanism

The Sequential Offer Mechanism is a system designed to present a series of offers to players in a pre-determined sequence, one after another.
It is a flexible feature used in gaming to drive player engagement and optimise in-app purchases (IAPs). This mechanism allows offers to be configured and delivered in a structured order.
This ensures that the players experience offers in a logical, curated flow rather than all at once.

Use Case: Endless Offers

Endless Offers are designed to increase player engagement and monetisation by encouraging incremental purchases. They create a sense of progression and exclusivity by unlocking successive offers only after the player claims the current one.

image (6).png

image-20240822-095239.png

How It Works

  1. Players must claim the current offer to unlock the next one in the sequence.

  2. The "lock" icon on subsequent offers indicates that they are not available until the preceding offer is purchased.

  3. Dynamic Rewards:

  4. Time-Limited Nature:

The process of adding sequential offers comprises the following steps:

  • Preparing the Creative Template for Sequential Offers.

  • Configuring Sequential Offers.

  • Linking the Sequential Offers to the Campaign Configuration.

Preparing the Creative Template for the Endless Offers

First of all you need to upload a creative template. A creative template is a compressed file generated from Unity.
Refer the Uploading Creative Templates and Creative Icons section above for the steps to upload a creative template.

The layout for creative template for endless offer might contain the following components:

  • Offer Container (offer_container_group): Holds the sequence of offers.

  • Image Container : Displays an icon or graphic associated with each offer.

  • Timer : Tracks the availability of the current offer.

Configuring Sequential Offers

Configuring sequential offers involves defining a series of offers and creating a logical progression for players to engage with.

Perform the following steps to configure sequential offers:

  1. From the left-hand menu, go to Campaigns > Sequential Offers.
    This will open the Sequential Offers configuration page.

  2. Click the + Add Sequential Offer button in the top-right corner.
    A new configuration screen will open.

  3. In the newly created Sequential Offer, fill in the following:

  4. Name : Enter a unique name for the sequential offer configuration.

  5. Specify the following:

  6. Click + Add Item to add multiple rows to create a sequence by continuing to populate additional offers.

  7. Once all offers are configured:

  8. The positions in a sequential offer can be reordered if required. To do so:

  9. To modify the existing offers:
    In the main Sequential Offers table, locate the offer you want to modify.

Linking the Sequential Offers to the Campaign Configuration

The process of linking the sequential offers in campaigns involves connecting the sequential offer to a campaign.

This ensures that the creative template and offers work together seamlessly in-game.

Perform the following steps to link sequential offers in a campaign:

  1. From the left-hand menu, go to Campaigns > Configurations.
    The Campaign Configurations page will open, displaying a table of existing campaigns.

  2. Identify the campaign you want to configure.

  3. Use the Edit icon (pencil) in the Actions column to open the campaign's configuration details.

  4. From the available segments, edit the pertinent segment.

  5. Scroll down to the Content section and select Sequential Offers.

  6. From Creative Template dropdown menu, select one of the available templates.
    You can only select templates that include the offer_container_group component (required for sequential offers).

  7. From the endless-offers dropdown, select the relevant sequential offer.

If you select Sequential Offers , it is mandatory to configure Lasting Creatives :

Either a Creative Icon Template or a Shop Creative Template must be configured.

Without at least one lasting creative, the system will display a notification:
“Lasting creative is mandatory for Sequential offers.”

  1. Once all configurations are complete, use the Preview button to check the campaign setup.

  2. Click Save to finalise the configuration.
    If any mandatory fields (such as lasting creatives) are missing, the system will prevent saving and prompt you to complete the required settings.

Reset Behaviour for Switching Content Types

  1. If you previously configured the campaign as a Standard Pop-up or Chained Offers and switch to Sequential Offers , the configuration will reset.

  2. The same reset behaviour applies when switching back from Sequential Offers to another content type.

Restrictions for Sequential Offers

  1. If a sequential offer is currently In Use (i.e., part of a live campaign), the following restrictions apply:

  2. Ensure that any changes to sequential offers are made before they are assigned to a live campaign.


Adding Lasting Creatives in Campaigns

To add a lasting creative perform the following steps:

  1. Navigate to the Lasting Creatives section.

  2. In the field labeled Creative Icon Template , select the desired icon from the dropdown.
    You can also preview the icon before finalising by clicking on the Preview button next to the dropdown.

  3. From the dropdown labeled Creative Icon Lobby Position , choose the position where you want the icon to appear in the game lobby.

  4. Select either Left or Right.

  5. If your campaign includes a shop creative, you can select the corresponding Shop Creative Template from the dropdown.

image-20240914-193859.png

Limiting the Number of Pop-ups for Players

You might want to control the number of pop-up creatives shown to a player at once to avoid overwhelming them. This feature ensures that a maximum number of creatives are displayed based on the set configuration.

You can configure the maximum number of pop-ups served to a player from the Applications Settings.

  1. Navigate to the Application Settings under the Tools menu item.

  2. Search for the relevant application and click Edit.

  3. Scroll down to the Campaign Settings section.

  4. In the Max # of creatives returned to player field, set the desired number of pop-ups that can be displayed to a player.

  5. Click Save.

 Graphical Representation of an Example for Pop-ups Served

Max number of pop-ups served: 4

image-20240914-212120.png

A/B Tests in Campaigns

Both Campaign and App Links can be used in A/B Tests. To do so, first you will need to enable an A/B Test, and then configure it in your Campaign.

To know more about A/B Tests in Hawk, read this guide.

Do you need support?

If you need support, you can obtain the Entity Variant ID from any Campaign. This will help the Hawk team identify better your issue.


🔍 Frequently Asked Questions

  • How does a user qualify to receive Catalogs?

Chunks 9

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** ** **Introduction** In this article you’ll learn: - What are Campaigns? - What are A...
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** **

**Introduction**

In this article you’ll learn:

- What are Campaigns?

- What are App Links?

- How to configure Campaigns and App Links

- How to configure Chained Offers

- How to add Lasting Creatives

- How to limit the number of pop-ups served

- How to perform A/B Tests

**Table of Contents**

* * *

## What are Campaigns and App Links?

Campaigns allow you to deliver personalise pop-ups —such as time-limited personal offers– to segments of players. Campaigns also allow to create time-limited shop through presets.
App Links, on the other hand, allow you to create links to custom actions, such as adding a link to a survey. 

### How do players qualify for Campaigns?

Campaigns can have different configurations per segment, and they also use priority to determine which configuration is sent to the player. 

If a user qualifies for more than one segment in a campaign, **only** **the creatives from the top priority segment within the campaign will be served**.

In the schema below, the player will receive 3 campaigns and there is no limitation to the number of creatives served:

- **Campaign 1** : they will receive the Creative 1 from Segment 1.

- **Campaign 2:** they will receive only the creatives from Segment 3 because the campaign is composed by 2 segments, but only the creatives from the top priority segment in inside the campaign are served.

- **Campaign 3:** as the player qualifies for all segments, they will also receive all the creatives in the segment in Campaign 3.

![image-20240419-095525.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240419-095525.png?version=1&modificationDate=1725545956932&cacheVersion=1&api=v2&width=1107&height=903)

A player receives creatives from only one segment within a campaign. If a campaign has multiple segments configured and the player qualifies for more than one, only the creatives from the segment with the highest priority will be served to the player.

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Creating a Campaign This guide is intended to show Product Managers how to configure a Campai...
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Creating a Campaign

This guide is intended to show Product Managers how to configure a Campaign. To see the process for developers, check [this guide](/wiki/spaces/LIV/pages/2503245982/Artists+guide).

### Uploading Creative Templates and Creative Icons

To configure a campaign, first of all you need to upload a creative template. A creative template is a compressed file generated from Unity.  With Creative Icons, a creative becomes a lasting creative.

To obtain the Creative Template file, please ask Artist/Technical Artist to[generate the file for you](/wiki/spaces/LIV/pages/2503245982/Artists+guide). 

When your file has been generated, follow the steps below.

1. Navigate to **Creative Library \> Templates.** Click **[+Upload].**

2. Drag and drop your .zip file and click **[Save].** Once uploaded, you can have a preview of the file before saving, and see the editable elements in the layout.

### What are layouts?

Layouts are the information about the editable components.

In this case, we only have 3 components:

- A container for the offer (`piggy_offer_container`)

- A container for the image of the piggy bank (`piggy_bank_container`)

- A timer for the offer (`timer`)

Layouts **cannot** be edited. If you’d like to edit any of the components, please **reach out to your Technical Artists with your requirements** so that they can edit and create a new bundle. 

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/9_b0FmtuU6bxR3ZKirSjxWRJLsTN5UNSVoBasaXbR3nyFTbNgFjEuSU8HbvaGJVJ7GeZfWtdimUY8kOPQC-SgWTGBlIvFFb6D4anfq15hnhNKAzv2tW863KJR_BxXYb4e3AUCfQu24RLsJk2mQxsLVc?version=1&modificationDate=1725545969974&cacheVersion=1&api=v2&width=340&height=201)
### Using the “Picture” Component in Campaign Creatives

- **What is the “Picture” Component?**

- **Where is the Picture Displayed?**

Perform the following steps to add a picture in the campaign creative:

1. In Hawk’s left-hand menu, go to **Creative Library**.

2. Select the **Images** tab under **Creative Library**.
The _Creative Images_ page appears.
You will see a table displaying the following columns:
**ID** : Unique identifier for the image.
**Name** : User-defined name for the image.
**Updated\_at** : Date and time when the image was last modified.
**In use** : Indicates where the image is being used (e.g., in a campaign configuration).
**Actions** : Options to **Edit** , **Remove** , or **Preview** the image.

1. Click **Add Image.**

2. Enter a unique **Name** for the image.

3. Select an image file from your drive.
The server will validate the image to ensure it meets the following criteria:
**Supported formats** : PNG.
**Resolution** : Minimum 512x512, Maximum 1024x1024.
**Size** : Minimum 256kB, Maximum 1MB.
If the image does not meet the criteria, a notification will display:
It will specify the requirement(s) that were not met (e.g., file size too large).

4. Correct the image and try uploading again.

5. Once validation passes, click **Save** to add the image.
The saved image will appear in the table.

**Editing Existing Images**

- For images not currently in use: Both the **Name** and **Picture** can be edited.

- For **in-use** images: Only the **Name** can be updated. The picture itself cannot be changed.

- When an image is updated, a new URL for the picture is automatically generated.

#### Add Creative Images in Campaign Configurations

1. In the left-hand menu, go to **Campaigns** \> **Configurations**.

2. Choose an existing campaign or create a new one by clicking **Add Configuration**.

3. In the **Content** section:

4. Click **Save** to finalise your settings.

The **Picture** dropdown is only visible for creatives that include the **“Picture”** component.

**Additional Notes**

- **Coordinate with Technical Artists** : Templates must be pre-prepared by technical artists with placeholders for images.

- **Use Cases** : Leverage this feature for A/B testing or cross-promotion campaigns.

* * *

### Lasting Creatives in Campaigns

Lasting Creatives are a feature designed to provide players with a persistent visual reminder of ongoing offers or campaigns through icons placed in the game lobby. These creatives remain available for players to interact with, ensuring continued visibility of offers without being restricted by typical campaign constraints.

#### **Icon Selection & Lobby Positioning**

- **Icon Selection** : A user can select an icon for the lasting creative campaign via the Creative Icon Template. This icon acts as the visual representation of the offer and is displayed in the game lobby.

- **Lobby Positioning** : The user can define where the icon will be positioned in the game lobby, either on the left or right side.

#### **Interaction with Icons and Caps**

- **Impression Cap:** The Impression Cap is not reduced when a player clicks on the lasting creative icon to manually re-trigger the offer or pop-up. This means the icon can be clicked multiple times without impacting the total impressions allowed for the campaign.

- **Availability Cap** : The Availability Cap is reduced when the player makes a purchase after triggering the pop-up from the lasting creative icon. Once the availability cap is depleted, the campaign is no longer shown to that player.

#### **Lasting Creatives in API Responses**

- **First-Time Trigger** : When a player triggers a campaign by interacting with the lasting creative icon for the first time, the API will return the campaign in both the creatives and lasting creatives arrays. This means that the campaign becomes part of both short-term and lasting creative campaigns.

- **Duration Cooldown** : If the campaign creatives are within their **duration cooldown period** , they will **not be returned** in the lasting creatives response.

#### **Interaction with Maximum Number of Creatives**

- **Max Number of Creatives:** Lasting creatives are not affected by the maximum number of creatives allowed to be shown to a player. Even if the maximum number of regular creatives is reached, the lasting creative will still appear.

#### **Segment Changes and Icon Behaviour**

- **Same Icon for Different Segments** : If a player changes segments but both segments use the same icon, the lasting creative will continue to display the old campaign for until it’s no longer valid. No new campaign creatives will be triggered unless the lasting campaign ends.

- **Different Icon for Different Segments** : If the segments have different icons **,** then both old and new campaigns will be shown. The player will receive the lasting creatives from both segments until the older one becomes unavailable.

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/16dc2d42-02c4-4d0b-9f0a-570ef1006b32%23media-blob-url=true%26id=6721b04a-d6cd-465d-977a-6b3dcefe14dd%26contextId=123045%26collection=?version=1&modificationDate=1726345542239&cacheVersion=1&api=v2&width=666&height=298)

  Segment Changes Detailed Explanation

| **Day** | **Trigger Event** | **Player Segment** | **Pop-up Status** | **Cooldown Status** | **Impressions** | **Available Offers** | **Notes** |

| --- | --- | --- | --- | --- | --- | --- | --- |

| **Monday** | 1st Trigger | Segment X | Pop-up shown | Cooldown not started | 1st Impression | Available = 2 | Player triggers the pop-up for Segment X. Time left: 12 hours. |

| **Monday** | Trigger Cooldown ends | Segment X | Pop-up on hold | Duration starts | | | Pop-up is on hold until next interaction. |

| **Monday** | 2nd Trigger Ignored | Segment X | - | Duration cooldown active | Ignored Trigger | | The 2nd trigger is ignored because of the active cooldown. |

| **Monday** | Duration Cooldown ends | Segment X | - | Cooldown ends | | | Cooldown for the campaign ends, making it ready for the next trigger. |

| **Tuesday** | 3rd Trigger | Segment X | Pop-up in progress | Cooldown not started | 2nd Impression | Available = 2 | Pop-up shown again after cooldown ends. Time left: 12 hours. |

| **Tuesday** | Trigger Cooldown ends | Segment X | Pop-up on hold | Duration starts | | | Pop-up enters cooldown after being triggered a second time. |

| **Tuesday** | 4th Trigger | Segment Y | Pop-up in progress | Cooldown not started | 3rd Impression | Available = 2 | Player changes to Segment Y and triggers the pop-up. Time left: 3 hours. |

| **Tuesday** | Duration Cooldown starts | Segment Y | Pop-up on hold | Cooldown started | | | The pop-up enters a cooldown period after being triggered in Segment Y. |

| **Wednesday** | Player changes segment to Z | Segment Z | - | Cooldown still active | | | Player switches to Segment Z, but the lasting creative remains the same. |

| **Wednesday** | 5th Trigger | Segment Z | Pop-up in progress | Cooldown not started | 4th Impression | Available = 1 | Player triggers the pop-up after switching to Segment Z. Time left: 12 hours. |

| **Wednesday** | 6th Trigger | Segment Z | Pop-up in progress | Cooldown not started | 5th Impression | Available = 1 | Pop-up triggered again within Segment Z. Time left: 1 hour. |

| **Wednesday** | Duration Cooldown ends | Segment Z | - | Cooldown ends | | | Cooldown period ends, pop-up ready for next interaction. |

| **Thursday** | 7th Trigger Ignored | Segment Z | - | Duration cooldown started | Ignored Trigger | | 7th trigger ignored due to active cooldown after a purchase limit is reached. |

| **Thursday** | Duration Cooldown ends | Segment Z | - | Cooldown ends | | | Cooldown ends, ready for a new trigger. |

Once the template has been uploaded, you can go ahead and create a campaign.  

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Localising Templates and Strings Contents in the templates are localisable. In order to do so, T...
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Localising Templates and Strings

Contents in the templates are localisable. In order to do so, Technical Artists need to create a layout in Unity with localisable strings. After that, the localisation process works as usual, and Hawk will grab the [localisation keys from Harmony](/wiki/spaces/KB/pages/3230760961/Managing+Localisations+in+Harmony).

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20230727-093627.png?version=1&modificationDate=1725545963898&cacheVersion=1&api=v2&width=340&height=129)

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Configuring App Links If you’d like your campaign to use App Links, the action and the config...
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Configuring App Links

If you’d like your campaign to use App Links, the action and the configuration needs to be created before configuring the campaign. Please read the steps below to know more.

This section is intended for Product Managers. Find the information for developers [here](/wiki/spaces/LIV/pages/2882928754/How+to+configure+and+use+applinks).

App Links allow you to configure links to custom actions. For instance, with App Links you can send the player a pop-up with a link to a satisfaction survey or similar, but the options are endless. 

1. To configure an App Link, navigate to **App Links \> Configuration.** On this page you’ll see a list of existing App Links, their actions and the last updated date. Click **[+Add Configuration]** on the upper right corner to create a new one.

2. Add a name and select an Action. When you select an action, the field Key will appear greyed out and filled in.

3. Add a value into the field, such as URL. Once you’re done, click **[+Save]**

Dynamic Syntax allows you to support dynamic parameters. This is useful if you plan to use a [](https://www.typeform.com/help/a/using-hidden-fields-360052676612/).Use `$(account_id)` to enable the injection of the account ID/public ID in your survey.

Actions are designated by the Client Development team. If you’re a Product Manager looking to change how actions work, please contact your Client Dev Team.

![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/X2zS-cGTu0TWEboZtihHwpFhdz9_XszagCItwanvbzXqLiypRSpyXECZozkQKM2MMw4Jg4U67LGiB69qWEIZG8K3FdITioDR953cCirdf03g3-NXtvUcZv2n4RxHmjY-s4Q3J3XRSYI_ccbKmfD77VE?version=1&modificationDate=1725545969494&cacheVersion=1&api=v2&width=340&height=163)

When your App Link has been configured, you can use it in your Campaign.

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Configuring a Campaign The next step in this process is to configure a Campaign. Under Campaigns...
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Configuring a Campaign

The next step in this process is to configure a Campaign. Under Campaigns, you can find a list of the existing campaigns. You can edit the existing campaigns, or create one by clicking **[+Add Configuration]** on the upper right corner.

![image-20240424-143908.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240424-143908.png?version=1&modificationDate=1725545952689&cacheVersion=1&api=v2&width=718&height=353)
1. Click **[+Add Configuration]**, and add the name, description, priority, status (active/inactive), and availability (pre-live/live) of your campaign

2. Select the dates and times that you want your campaign to run

3. Select the segment for your campaign and click **[+Add]**

4. Your segment will appear. Click the edit button, then, in the **Campaign Creatives tab** , click **[+Add].**

5. Then, assign the priority to your campaign creatives, and select the triggers for it to appear to players. You can also add arguments to it to create a more custom behaviour.

Triggers are designated by the Client Development team. If you’re a Product Manager looking to change how triggers work, please contact your Client Dev Team. See the [Triggers in Hawk](https://tripledotstudios.atlassian.net/wiki/x/DYAC-w) User Guide for creating and adding triggers to your campaigns.

1. Configure the behaviour of the creative campaign. A detailed explanation of each field can be found in below.

### **Adding Behaviour in Campaign Configuration**

Behaviour in Campaign Configuration allows you to customise the way pop-ups are served to players, from the amount of times the pop-up appears to how often it should appear. 

![image-20240905-145240.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240905-145240.png?version=1&modificationDate=1725547963307&cacheVersion=1&api=v2&width=1098&height=363)

In the table below you’ll find a detailed explanation of each field:

#### **Behavioural Fields**

| **Impressions cap** | This field determines the maximum number of times a player will see the creative during the duration period while the cooldown is not in action. If `Impressions Cap = 0` , then there is no limitation on the number of times the pop-up will be shown to the user. |

| **Impressions cap** **per duration** | It indicates, how many times a player can trigger a campaign within a duration. Reaching the specified value will start the duration cooldown. You can update this field only after populating the Duration field. |

| **Trigger Cooldown** | Period of time after the trigger happens during which the creative will not appear even if the same trigger occurs. |

| **Duration** | This field determines the duration of the creative action. If a player closes the popup, they can still see it again within the same duration period, provided that the impressions cap per duration is greater than 1 and the Trigger cooldown configuration permits it. Please note that the new duration will start after duration cooldown finishes AND the sent trigger takes place. For example: if we set both the Impressions cap to 5 and the Impression cap per duration to 2, the popup can be shown up to two times during the defined duration, assuming the cooldown rules also allow it. This ensures players might encounter the popup more than once within a given period, as long as both conditions are met. If the Impression Cap is set to 1, the player will not receive the popup again after it is shown once. However, if the Impression Cap is greater than 1 and the Impression Cap per Duration is configured, the player may see the popup multiple times within the specified duration. For example, if the Impression Cap is set to 5 and the Impression Cap per Duration is set to 2, the player can receive the popup up to two times within the same duration period provided that the duration has not yet expired. Once the total impressions reach 5, the popup will no longer appear. |

| **Duration Cooldown** | Period of time after the duration end during which the creative will not appear even if the same trigger occurs. |

| **Availability Cap** | Maximum amount of times that a player can perform CTA (purchase an offer, participate in a survey, etc) If `Availability Cap = 0` , then there is no limitation on how many times a player can make the main pop-up action. For example, an offer can be purchased as many times as a player wants. You can update this field only after populating the Duration field. |

| **Availability cap** **per duration** | It indicates, how many times a player can act on the campaign (purchase, open link, etc) within duration. Reaching the number will start the duration cooldown. |

Impressions and pop-ups are calculated on the Hawk Server. Client Devs determine the behaviour, but Server “thinks” the pop up has been served assuming that the creative has been shown.

IIn the graphic below, we’re displaying the behaviour of a 4-day creative campaign with the possibility to perform 2 purchases ( **Availability Cap = 2** ). The campaign has a duration of 6 hours, and a **Duration Cooldown** of 3 hours, meaning that the player will not see the pop-up for 3 hours after the duration ends.

Additionally, the campaign has a **Trigger Cooldown** of 1 hour, which means that even if the exact same trigger takes place during this time, the creative will not be shown to the player. There will be a total of 5 impressions of the pop-up out of a possible 8 due to the cooldown mechanisms in place.

The **Impression Cap per Duration** is set to 2, which means the player can see the pop-up up to 2 times during each 6-hour duration window. Once the 6 hours reset and a new duration period begins, the impressions will reset as well, allowing the player to see the pop-up again up to the configured limit of 2 impressions.

The campaign also has an **Availability Cap per Duration** of 1, meaning the player can make one purchase during each 6-hour duration. Even if the player makes a purchase, they will still continue seeing the pop-up after the **Trigger Cooldown** ends, as they are allowed to make another purchase in the next duration window as per the settings.

Since the **Impression Cap** is 5 and the player sees up to 2 impressions per duration, they may see the pop-up multiple times across different duration periods, but once the total impression count reaches 5, the pop-up will no longer appear.

![image-20240918-123207.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240918-123207.png?version=1&modificationDate=1726662731100&cacheVersion=1&api=v2&width=1244&height=388)

**About Segmentation and Priority in Campaigns**

Campaigns are priority-based, which means that Hawk will check first the priority of the campaign. However, as the campaigns are created by segment, there could be a case where a user changes to a new segment during the campaign duration. If this happens, the player will stop receiving the campaign for their previous segment and start receiving the campaign for their new segment.

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**Adding Personal Offers in Campaigns** The content section lets you select the content that wil...
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**Adding Personal Offers in Campaigns**

The content section lets you select the content that will be shown. You can configure **Creatives** , such as pop-ups including **personal offers** from this section.

![image-20240112-142327.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240112-142327.png?version=1&modificationDate=1725545961005&cacheVersion=1&api=v2&width=280&height=487)
1. From the **Creative Template** dropdown, select the relevant template.
Please note that depending on the configuration of the creative template, the options under content will be different.

- If a creative template includes the offer\_container component, fields for personal offers will appear under the "Content" section in the campaign configuration.

- For templates with multiple offer\_container components, fields for multiple personal offers will be displayed, corresponding to each offer container.

1. If the selected creative template has an offer container included, you might see some fields to be populated.
In the table below you’ll find a detailed explanation of each field:

#### **Offer Fields**

| **Field** | **Validations** | **Description** |

| **Price Type** | Dropdown with the following options: - Store Product - In-game Currency - Ads - Free | The price type of item you are offering in the creative. - **Store Product** : Items can be obtained directly from the in-game store as part of a regular purchase or a special promotion. - **In-game Currency** : Players can acquire items by redeeming the virtual currency earned during gameplay. - **Ads** : Certain items may be unlocked by viewing advertisements. - **Free** : A selection of items is available at no cost, allowing players to enjoy additional content without any associated charges. |

| **Product** | Dropdown with the products offered | The product you will be offering in the creative. The data in this field comes from Game Items. See the [Configuring Game Items](/wiki/spaces/KB/pages/2916810950/Payments+and+Shop+Configuration+in+Hawk#Configuring-Game-Items) topic for more details. Game Items can be configured from **Game Server \> Game Items** |

| **Label** | Dropdown with existing labels | Label to appear in the App Store, which are used to highlight a special offer or similar. Labels can be configured from **Payments \> Product Labels.** ![](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20230523-144758.png?version=1&modificationDate=1725894443122&cacheVersion=1&api=v2&width=102&height=107) |

| **Sale Type** | Dropdown with the following options: - None - More Value % - Price Cut - Extra Amount | This field determines the type of sale that applies to the creative. Not Applicable for the “ **Ads”** and “ **Free”** Price Types. - **None:** no special sale - **More Value %:** more products for the same price. - **Price Cut:** lower price. If this is selected, a new dropdown will appear where you can select a new price. - **Extra Amount:** more items for the same price. |

| **Price** | Dropdown with existing prices/ Blank field | This dropdown/field is used to select/specify the price for the product offered. Depending on the Price Type selected, you can select or add the price. Not Applicable for the “ **Ads”** and “ **Free”** Price Types. |

| **% more** | Blank field | Applicable for the “ **More Value %** ” Sale Type. You can specify the required percentage of increment to the existing value. |

| **Rounding Type** | Dropdown with the following options: - Round Up - Math Round - Round Down | Applicable for the “ **More Value %** ” Sale Type. You can control how values are processed when applying percentages. - **Round Up** : This method rounds numbers upwards to the nearest whole number. For example, 4.1 would round up to 5. - **Math Round** : This method follows standard rounding rules. If the decimal part is 0.5 or greater, the number rounds up, and if it is less than 0.5, the number rounds down. For example, 4.5 rounds to 5, while 4.4 rounds to 4. - **Round Down** : This method rounds numbers down to the nearest whole number. For example, 4.9 would round down to 4. |

| **Sale Price** | Dropdown with existing prices | Applicable for the “ **Price Cut** ” Sale Type. |

| **extra** | Blank field | Applicable for the “ **Extra Amount** ” Sale Type. Allows you to define an additional quantity or value that will be offered in an offer. |

If the user switches the Price type, the form will be reset.
For example, when changing the Price type, the price input will be cleared.

![image-20241001-092719.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20241001-092719.png?version=1&modificationDate=1727774843314&cacheVersion=1&api=v2&width=660&height=185)

1. **Reduce Availability** toggle: gives you control over whether the availability of an item should decrease as players obtain it, either through viewing ads or making purchases.

2. In the **text** field, add the title for the pop-up.
Please note, that the text field might differ for some creative templates based on the layouts configured by the Technical Artist. For some instances, you can specify the localisation key for the title.

**What does the Reduce Availability toggle do?**

The Reduce Availability toggle changes the availability in the following context:

- **First Item (Ad-based)**: When a player earns an item by viewing an ad, and the **"Reduce Availability"** toggle is **activated** , the total number of that item available to the player will decrease each time they receive it.
For instance, if there is an availability cap on how many times this item can be obtained (e.g., only 5 times), the availability will decrease with each ad view until the cap is reached.

- **Second Item (Purchase-based)**: When a player purchases an item, and the **"Reduce Availability"** toggle is **deactivated** , the total number of items available will **not** decrease after the purchase. This means the availability cap remains unchanged, allowing players to continue purchasing the item without affecting its availability.

![image-20240910-120102.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240910-120102.png?version=1&modificationDate=1725969665718&cacheVersion=1&api=v2&width=1029&height=501)
### **Adding Quit Screen Offers in Campaigns**

Players who lose a game often forfeit rewards or break their streak. Introducing a **Quit Offer** at this moment provides an opportunity to re-engage the user by offering them a relevant incentive to continue playing.

![image-20250529-113448.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20250529-113448.png?version=1&modificationDate=1748518490780&cacheVersion=1&api=v2&width=777&height=486)
1. Navigate to the Content section.

2. From the **Creative Template** dropdown, select the relevant Quit Offer template.
Please note that the offer template can be uploaded in the creative library section. [See the Uploading Creative Templates and Creative Icon](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/3622731872/Campaigns+App+Links+in+Hawk#Uploading-Creative-Templates-and-Creative-Icon) section above.

1. For the first offer, from the **Price Type** dropdown, specify the price for the product offered.

2. From the **Product** dropdown, select the product you will be offering in the creative. The data in this field comes from Game Items.

3. From the **Label** dropdown, select the Label to appear in the App Store.

4. **Reduce Availability** toggle: gives you control over whether the availability of an item should decrease as players obtain it, either through viewing ads or making purchases.

5. In the **Offer 2** field, add the text to be displayed for the quit offer.

6. In the **Offer 3** field, add the localisation key for the quit offer.
Please note, that the offer 2, offer 3 fields might differ for some creative templates based on the layouts configured by the Technical Artist. For some instances, you can specify the localisation key for the title.

7. Click **Save**.

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Configuring Chained Offers Chained offers allow you to present players with a sequence of offers...
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Configuring Chained Offers

Chained offers allow you to present players with a sequence of offers that adapt based on their interactions with previous offers and the configured rotation rules.

When a campaign creative with chained offers is triggered, the server will display a single pop-up per duration.

Each iteration determines when and how the offer content changes, while the pop-up itself remains the same throughout the duration.

A single iteration can include multiple offers with varied offer content in the same pop-up.

At the end of each iteration, a new offer may be shown depending on factors like purchase behaviour or rotation settings.

Perform the following steps to configure chained offers:

1. From the **Creative Template** dropdown, select the template with the offer container included in the layout.
Please note that the chained offer toggle will appear only when you select the creative template with an offer container.

2. Enable the **Chained Offers** toggle switch.

3. In the **text** field, add the title for the pop-up.

4. From the “ **Rotate to next iteration if”** dropdown, select the condition for moving to the next offer.
In the dropdown, you can select when to move to the next offer in the sequence based on the purchase or non-purchase of the previous offer.

5. Enable or disable the **Rotate Iterations for this Creative toggle** switch.
When this is toggled on, the system will rotate through multiple iterations of offers.

6. Populate the fields in iteration 1.
Refer to the table above to know more about each field.

7. Next, populate the fields in iteration 2.

When the chained offers toggle is enabled, two iterations are automatically added by default. While you can add up to 10 iterations, there must always be at least two iterations for chained offers. Likewise, you can remove any additional iterations as long as at least two are retained.

1. Click the **[+Iteration]** button to add additional iterations.
When more than two iterations are added, you can remove the iterations as required as long as a minimum of two iterations are retained.

#### How do Chained Offers work?

The logic of chained offers is designed to present users with a sequence of offers, one at a time, based on specific conditions and user interactions.

Here’s a breakdown of how it works:

1. Chained offers display one offer per duration. Once an offer is shown, the system waits for specific conditions to be met (e.g., purchase behaviour, impression cap, availability cap) before moving to the next offer in the chain.

2. Each iteration defines a time window (duration) in which a specific offer is presented. When this iteration completes, the system moves to the next one, and a new offer can be shown if the conditions are met. The pop-up remains the same, but the content of the offer can change based on the rules for iteration change.

3. Criteria for Offer Change:

4. Rotation Rule:

5. **Impression Cap** : Limits the total number of times an offer is shown across all iterations of the creative.

6. **Availability Cap** : Limits how many times the offer can be purchased by users across all iterations of the creative.

Let us understand how chained offers work with the help of some scenarios. Expand the scenarios below for more details.

 Scenario 1: No Purchase, Chain Continues

![image-20240925-164710.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240925-164710.png?version=1&modificationDate=1727282835415&cacheVersion=1&api=v2&width=660&height=175)
- **Campaign Configuration** : Iteration change if **no purchase** , Rotate offers = **True** , Two offers.

- **Process** :

- **Conclusion** : Iterations will keep rotating between the offers unless the user purchases one.

 Scenario 2: Purchase, Chain breaks

![image-20240926-083310.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240926-083310.png?version=1&modificationDate=1727339595371&cacheVersion=1&api=v2&width=660&height=197)
- **Campaign Configuration** : Iteration change if **no purchase** , Rotate offers = **True** , Three offers.

- **Process** :

- **Conclusion** : When the user purchases an offer, the chain stops, and the user needs to re-qualify to see the offers again from the start.

 Scenario 3: Purchase, Last Offer Not Purchased

![image-20240926-083602.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240926-083602.png?version=1&modificationDate=1727339764660&cacheVersion=1&api=v2&width=660&height=160)
- **Campaign Configuration** : Iteration change if **purchase** , Rotate offers = **True** , Three offers.

- **Process** :

- **Conclusion** : If the user does not purchase the final offer, the chain stops, but they can re-qualify later.

 Scenario 4: Chain Breaks at First Offer

![image-20240926-083959.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240926-083959.png?version=1&modificationDate=1727340002267&cacheVersion=1&api=v2&width=660&height=226)
- **Campaign Configuration** : Iteration change if **purchase** , Rotate offers = **True** , Three offers.

- **Process** :

- **Conclusion** : Failing to purchase the first offer breaks the chain, but the creative can reset if the user re-qualifies.

 Scenario 5: No Purchase, Final Offer Continues

![image-20240926-084137.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240926-084137.png?version=1&modificationDate=1727340101237&cacheVersion=1&api=v2&width=660&height=194)
- **Campaign Configuration** : Iteration change if **no purchase** , Rotate offers = **False** , Two offers.

- **Process** :

- **Conclusion** : The final offer continues to be served repeatedly until the user purchases or disqualifies from the creative.

 Scenario 6: Purchase, Chain Breaks after the purchase

![image-20240926-084420.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240926-084420.png?version=1&modificationDate=1727340263653&cacheVersion=1&api=v2&width=660&height=269)
- **Campaign Configuration** : Iteration change if **no purchase** , Rotate offers = **False** , Three offers.

- **Process** :

- **Conclusion** : Once the user purchases, the chain breaks, and they need to re-qualify to start from iteration 1 again.

#### Key Takeaways

- **Hawk stops serving iterations** of a chained offer if the player’s action differs from the condition defined in the offer chain.

- **Action Condition** : If the condition is that the next iteration is served only after **purchasing** the previous offer, and the player **does not purchase** , Hawk stops serving further iterations.

- **Non-Action Condition** : If the chain is configured to serve the next iteration if the player **did not purchase** the previous offer, and the player **purchases** , Hawk stops serving further iterations.

- **Decision Timing** : The decision to break the chain is made **after the current duration** (iteration) ends. Hawk evaluates whether the player met the condition to move to the next iteration.

- **New Duration** : If the player fails to meet the condition for moving forward in the latest iteration, Hawk **does not start a new duration** for the next iteration in the chain.

- **Re-qualifying** : If the player still qualifies for the creative (meeting segment criteria, availability criteria, etc.), Hawk would **restart the creative** from iteration 1 for the player.

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Sequential Offers Mechanism The Sequential Offer Mechanism is a system designed to present a ser...
Vectorized

Sequential Offers Mechanism

The Sequential Offer Mechanism is a system designed to present a series of offers to players in a pre-determined sequence, one after another.
It is a flexible feature used in gaming to drive player engagement and optimise in-app purchases (IAPs). This mechanism allows offers to be configured and delivered in a structured order.
This ensures that the players experience offers in a logical, curated flow rather than all at once.

**Use Case: Endless Offers**

Endless Offers are designed to increase player engagement and monetisation by encouraging incremental purchases. They create a sense of progression and exclusivity by unlocking successive offers only after the player claims the current one.

![image (6).png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image%20(6).png?version=1&modificationDate=1732035274215&cacheVersion=1&api=v2&width=761&height=342)

![image-20240822-095239.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240822-095239.png?version=1&modificationDate=1732035291150&cacheVersion=1&api=v2&width=222&height=480)

**How It Works**

1. Players must claim the current offer to unlock the next one in the sequence.

2. The "lock" icon on subsequent offers indicates that they are not available until the preceding offer is purchased.

3. **Dynamic Rewards:**

4. **Time-Limited Nature:**

The process of adding sequential offers comprises the following steps:

- Preparing the Creative Template for Sequential Offers.

- Configuring Sequential Offers.

- Linking the Sequential Offers to the Campaign Configuration.

#### Preparing the Creative Template for the Endless Offers

First of all you need to upload a creative template. A creative template is a compressed file generated from Unity.
Refer the [Uploading Creative Templates and Creative Icons](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/3622731872/Campaigns+App+Links+in+Hawk#Uploading-Creative-Templates-and-Creative-Icons) section above for the steps to upload a creative template.

The layout for creative template for endless offer might contain the following components:

- **Offer Container** (`offer_container_group`): Holds the sequence of offers.

- **Image Container** : Displays an icon or graphic associated with each offer.

- **Timer** : Tracks the availability of the current offer.

#### Configuring Sequential Offers

Configuring sequential offers involves defining a series of offers and creating a logical progression for players to engage with.

Perform the following steps to configure sequential offers:

1. From the left-hand menu, go to **Campaigns \> Sequential Offers**.
This will open the Sequential Offers configuration page.

2. Click the **+ Add Sequential Offer** button in the top-right corner.
A new configuration screen will open.

3. In the newly created Sequential Offer, fill in the following:

4. **Name** : Enter a unique name for the sequential offer configuration.

5. Specify the following:

6. Click **+ Add** **Item** to add multiple rows to create a sequence by continuing to populate additional offers.

7. Once all offers are configured:

8. The positions in a sequential offer can be reordered if required. To do so:

9. To modify the existing offers:
In the main Sequential Offers table, locate the offer you want to modify.

#### Linking the Sequential Offers to the Campaign Configuration

The process of linking the sequential offers in campaigns involves connecting the sequential offer to a campaign.

This ensures that the creative template and offers work together seamlessly in-game.

Perform the following steps to link sequential offers in a campaign:

1. From the left-hand menu, go to **Campaigns \> Configurations**.
The Campaign Configurations page will open, displaying a table of existing campaigns.

2. Identify the campaign you want to configure.

3. Use the **Edit** icon (pencil) in the **Actions** column to open the campaign's configuration details.

4. From the available segments, edit the pertinent segment.

5. Scroll down to the **Content** section and select **Sequential Offers**.

6. From **Creative Template** dropdown menu, select one of the available templates.
You can only select templates that include the **offer\_container\_group** component (required for sequential offers).

7. From the endless-offers dropdown, select the relevant sequential offer.

If you select **Sequential Offers** , it is mandatory to configure **Lasting Creatives** :

Either a **Creative Icon Template** or a **Shop Creative Template** must be configured.

Without at least one lasting creative, the system will display a notification:
_“Lasting creative is mandatory for Sequential offers.”_

1. Once all configurations are complete, use the **Preview** button to check the campaign setup.

2. Click **Save** to finalise the configuration.
If any mandatory fields (such as lasting creatives) are missing, the system will prevent saving and prompt you to complete the required settings.

**Reset Behaviour for Switching Content Types**

1. If you previously configured the campaign as a **Standard Pop-up** or **Chained Offers** and switch to **Sequential Offers** , the configuration will reset.

2. The same reset behaviour applies when switching back from **Sequential Offers** to another content type.

**Restrictions for Sequential Offers**

1. If a sequential offer is currently **In Use** (i.e., part of a live campaign), the following restrictions apply:

2. Ensure that any changes to sequential offers are made before they are assigned to a live campaign.

* * *

### Adding Lasting Creatives in Campaigns

To add a lasting creative perform the following steps:

1. Navigate to the **Lasting Creatives** section.

2. In the field labeled **Creative Icon Template** , select the desired icon from the dropdown.
You can also preview the icon before finalising by clicking on the **Preview** button next to the dropdown.

3. From the dropdown labeled **Creative Icon Lobby Position** , choose the position where you want the icon to appear in the game lobby.

4. Select either **Left** or **Right**.

5. If your campaign includes a shop creative, you can select the corresponding **Shop Creative Template** from the dropdown.

![image-20240914-193859.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240914-193859.png?version=1&modificationDate=1726342742572&cacheVersion=1&api=v2&width=990&height=200)
### Limiting the Number of Pop-ups for Players

You might want to control the number of pop-up creatives shown to a player at once to avoid overwhelming them. This feature ensures that a maximum number of creatives are displayed based on the set configuration.

You can configure the maximum number of pop-ups served to a player from the **Applications Settings**.

1. Navigate to the **Application Settings** under the **Tools** menu item.

2. Search for the relevant application and click **Edit**.

3. Scroll down to the **Campaign Settings** section.

4. In the **Max # of creatives returned to player** field, set the desired number of pop-ups that can be displayed to a player.

5. Click **Save**.

 Graphical Representation of an Example for Pop-ups Served

Max number of pop-ups served: 4

![image-20240914-212120.png](https://tripledotstudios.atlassian.net/wiki/download/thumbnails/3622731872/image-20240914-212120.png?version=1&modificationDate=1726348883593&cacheVersion=1&api=v2&width=1151&height=566)

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A/B Tests in Campaigns Both Campaign and App Links can be used in A/B Tests. To do so, first you...
Vectorized

A/B Tests in Campaigns

Both Campaign and App Links can be used in A/B Tests. To do so, first you will need to enable an A/B Test, and then configure it in your Campaign.

To know more about A/B Tests in Hawk, read [this guide](/wiki/spaces/KB/pages/3319988247/A+B+Experiments+in+Hawk).

**Do you need support?**

If you need support, you can obtain the Entity Variant ID from any Campaign. This will help the Hawk team identify better your issue.

* * *

## 🔍 Frequently Asked Questions

- **How does a user qualify to receive Catalogs?**

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Details

Confluence ID
3622731872
Space Key
Version
30
Created
November 06, 2025 at 11:34 AM
Last Updated
November 06, 2025 at 11:34 AM
Last Modified (Confluence)
June 16, 2025 at 12:03 PM
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